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COMPETITIVE Brawl+: Code Agenda

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Falcon still seemed too heavy and his sh was not shorter, Ike still seemed to have his ledge hop problem. I couldn't test it for long but we will see what beta 3 comes up with the air speed code.

Oh and I got some weird horizontal trajectories with some moves and I'm afraid that most moves will be sending ppl too far horizontally by default
Falcons short hop is definitely shorter, every value used affects it. He can also chain uairs and nairs and use the knee more effectively. Its all win win for him. Ike can Ledgehop with no problem whatsoever, I made sure of it. Horizontal KOs are also not a problem as edgegame was not nerfed at all. It seems like you didnt even test it based on what you have written so far.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Falcon still seemed too heavy and his sh was not shorter, Ike still seemed to have his ledge hop problem.
Falcon feels plenty fine to me (though I suppose he could be just a LITTLE bit less heavy, like a .25 reduction in his fall gravity), and I have absolutely no problem ledge hopping with Ike.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Falcons short hop is definitely shorter, every value used affects it. He can also chain uairs and nairs and use the knee more effectively. Its all win win for him. Ike can Ledgehop with no problem whatsoever, I made sure of it. Horizontal KOs are also not a problem as edgegame was not nerfed at all. It seems like you didnt even test it based on what you have written so far.
Oh I did, but not for long which is why I was hesitant to actually type a response.

Falco: Then maybe I didnt????? which is impossible?????
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Falco: Then maybe I didnt????? which is impossible?????
lol, there's two things that could've happened here.

1) You downloaded the file, put it in the SD, overwrote the old beta1 and for some reason, it didn't overwrite it like it said it did and so, it'd be the same beta1 set.
2) You downloaded it but, forgot to change the file.

But, I doubt any of that would happen. You obviously must've not been using beta2 though if you didn't notice ANY changes to the two characters you mentioned (which went through some good changes btw).
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
In regards to the new momentum code: There seems to be too much momentum when running off platforms. I ended up sliding halfway across Pokestadium.
Yeah, I'm beginning to think Brawl has a problem with friction. Everyone slips and slides everywhere, and we don't even have MAD/HAD on!
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Two questions:
In melee, jumping from a standdstill and moving, did you start at a velocity and get slower or faster? I think brawl is start slow get fast in which case should we change it so that we have some air resistance?

Was there any momentum transfer with walk offs in melee
 
D

Deleted member

Guest
barely, if you could grab the ledge backwards that would morethan likely happen
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
However, spunit, I'm going to assume that your one-line code is one line long because it can't be modified. If that's the case, would you also be able to make a one-line with 1 frame as the set, unchangeable value?
That kind of control is not possible with 1 line.

Frame Speed Mod Engine[Phantom Wings, spunit262]
C2766C20 00000014
D01F0010 3C008180
807D0008 8063FFFC
7C030000 4080000C
80630030 48000008
386000FF 809D0014
C0240040 FC40081E
D8410008 8001000C
FC210028 80BD007C
80A50038 38C200D8
84E60008 2C070000
41820048 7CE8C671
41A0000C 7C081800
4082FFE8 54E8863E
7C080000 41A0FFDC
54E8043E 7C082800
4082FFD0 C0060004
FC21002A C04283D8
FC011040 40A00008
FC201090 D0240040
60000000 00000000

Frame Speed Mod Data [Phantom Wings, spunit262]
065A9400 0000028
FF000018 ARIALLAG
FF000074 LEDGELAG
FF00000A JUMPSTAR
FF000075 LEDGEINV
FF000061 UKEMROLL

Format is
XXYYZZZZ LLLLLLLL
XX is charactor id and need the following code to work.
YY is the first frame the speed mod is applied (experimental).
ZZZZ is the action Id
LLLLLLLL is the multiplier for frame speed.

Charactor Id Fix [spunit262]
C28152E4 00000002
819E003C 907EFFFC
60000000 00000000

I tested it with Zelda and Shiek.

Edit: forgot mention some things.
1. The first one on the list that matches is used.
2. It detects the end of the list, by reading 00000000, this means that you can't modify Mario's standing animation starting with the first frame (who care), And you need to make sure that there are zeros after it.
3. FF is use as the Character id for every one.
4. You need to modify the byte count when adding new lines, it's the second part of the first line "Frame Speed Mod Data". The value is 8 per line, I alway count it by count line pair (excluding the first line), multiply that by 0x10 (16 decimal) and add 8 if the number of lines is odd.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Two questions:
In melee, jumping from a standdstill and moving, did you start at a velocity and get slower or faster? I think brawl is start slow get fast in which case should we change it so that we have some air resistance?
From a standstill you started at a very low velocity and got faster until you were at your maximum aerial velocity (the acceleration rate was character specific). From a run you'd start at your full run speed (most often faster than your max air speed), and slowly decelerate to your max air speed.

In both instances your character would move towards their max air speed from whatever speed they had started at (which was completely dependent on their ground speed). Acceleration and Deceleration rates were character specific, but in most cases acceleration rate was slower than deceleration rate.
Was there any momentum transfer with walk offs in melee
Actually, yes, but it was a strange mechanic. The character who left the platform would travel at their own maximum airspeed.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
A fixed version of his previous codes, written in a more easily modifiable manner, that is also extremely stable.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
Double jumps operated on their own momentum in Melee. Hence why you could jump straight up or backwards.
Well I meant just any momentum at all. Instead of just killing it. As long as it carries some kind of momentum instead of just going back to regular vBrawl floatiness.
 
D

Deleted member

Guest
wait, spunit can we adjust the speed of moves with that per character??
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
wait, spunit can we adjust the speed of moves with that per character??
Hopefuly. and I forgot to change the byte count when I posted this.

fFrame Speed Mod Data [Phantom Wings, spunit262]
065A9400 00000028
FF000018 ARIALLAG
FF000074 LEDGELAG
FF00000A JUMPSTAR
FF000075 LEDGEINV
FF000061 UKEMROLL

The last 2 are untested.
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
The old modifier for those speeds was attached to the dash cancel code. Should I turn the old one off and put the stand alone dash cancel code in to get the current effect?
 
D

Deleted member

Guest
spunit, you might want to put a notice people have to change the byte count when they add a move
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
What I don't get is how can this code be so short if no momentum is kept in vBrawl? The fact that it is a one liner indicates that it was in the games code to begin with, but why? Also, do people think its stable enough to play with just for fun?
What I'm thinking from the length of the code is, a flag is disabled that before would tell when to stop your momentum (In this case when you jump). This may be the cause of the little slides when Crouch canceling and other things I've heard about. Still haven't tried it though.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I still say we should look into getting all this sliding under control. It's getting ridiculous.
 
D

Deleted member

Guest
the one liner nops, or just disables so to say, a piece of coding. it's a very rude method to make changes, and in this case didn't work out as people hoped
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
spunit, you might want to put a notice people have to change the byte count when they add a move
Done. How is this.

4. You need to modify the byte count when adding new lines, it's the second part of the first line "Frame Speed Mod Data". The value is 8 per line, I alway count it by count line pair (excluding the first line), multiply that by 0x10 (16 decimal) and add 8 if the number of lines is odd.
Edit:
Messed up the code for the frame counter.

Frame Speed Mod Engine[Phantom Wings, spunit262]
C2766C20 00000014
D01F0010 3C008180
807D0008 8063FFFC
7C030000 4080000C
80630030 48000008
386000FF 809D0014
C0240040 FC40081E
D8410008 8001000C
FC210028 80BD007C
80A50038 38C200D8
84E60008 2C070000
41820048 7CE8C671
41A0000C 7C081800
4082FFE8 54E8863E
7C004000 41A0FFDC
54E8043E 7C082800
4082FFD0 C0060004
FC21002A C04283D8
FC011040 40A00008
FC201090 D0240040
60000000 00000000
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
the one liner nops, or just disables so to say, a piece of coding. it's a very rude method to make changes, and in this case didn't work out as people hoped
So that's why its so short. How much longer do you think it will get when it is fixed? Will the same method be used but with added conditions or will he have to make a MAD style code with 80+ lines?

And I also agree, the sliding is getting out of control. We should make it top priority.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Is there a system to the labeling of action IDs? Or is there any large list of action IDs? There are some moves I'd love to play around with (ganonjab0mgs3xh4x). Thanks so much!
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
My attempt at a ledge invincibility mod has failed.

Frame Speed Mod Data [Phantom Wings, spunit262]
065A9400 00000020
FF000018 ARIALLAG
FF000074 LEDGELAG
FF00000A JUMPSTAR
FF000061 UKEMROLL

Someone want to test the "Ukemi Roll speed Modifier" part (last line). It's a multiplier not an additive.

Edit:
Is there a system to the labeling of action IDs? Or is there any large list of action IDs? There are some moves I'd love to play around with (ganonjab0mgs3xh4x). Thanks so much!

It's the same list as the Action Modifier. Here's the list I have, my additon/ modifcatons in bold

Code:
000 Stand
001 Walk
002 
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009 
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge
01F Roll Forward
020 Roll Back
021 Air Dodge
022 
023 
024 N Attack(and Combo)
025 
026 R Attack
027 S Attack
028 U Attack
029 D Attack
02A S Smash Charge
02B S Smash 
02C S Smash(again?)
02D D Smash Charge
02E D Smash
02F D Smash
030 U Smash Charge
031 U Smash
032 U Smash
033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036
037
038
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041
042 Thrown
043
044
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying


051 get up

060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)

074 ledge grab
075 ledge hange
078 
079 ledge jump

092 climb ladder


B4-B7 swim

0BD Death
*0BE Respawn
0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Revers Falcon Punch)
There's a more complete list out there somewhere.

For Hackers: to find more ids set an execute breakpoint on 8077F780
 

osh77

Smash Cadet
Joined
Jan 12, 2009
Messages
41
Location
Elysburg PA
From my experience the air speed mod isn't working on characters that have a slower jump animation. Those like the ice climbers, captain falcon, and pika have the full benifits of this code, while characters like luigi, pit, and sonic are still going their old air speeds. It seems to me like they are sliding on the ground with their new airspeed for a minute amount of time before launching, causing them to slow down, but i need to do some more testing before I can prove this hypothesis.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
wow we have a new forum now! Sweet! Can this thread be stickied?

Great stuff spunit!

I assume the very first code is the debug?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
wow we have a new forum now! Sweet! Can this thread be stickied?

Great stuff spunit!

I assume the very first code is the debug?
We're sharing it with a butch of other projects so that it doesn't look like SWF is endorsing us, I think.

debug? :confused:
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
I think it was a very clever way to give us more of our own place to be without having to officially call it a Brawl+ board. Yes, we share it with other projects (what other projects? ;)), but it's way better than being in general brawl.

Plus, all the threads I wanted to read were brawl+ ones and the stage studio, so it makes my life real easy. <3
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
****, spunit. What kind of ungodly control are you trying to give us with that code? :chuckle:

I should be able to mess with it shortly.

BTW, I applaud smashboards in their sneaky way of getting us a forum lol
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I think it was a very clever way to give us more of our own place to be without having to officially call it a Brawl+ board. Yes, we share it with other projects (what other projects? ;)), but it's way better than being in general brawl.

Plus, all the threads I wanted to read were brawl+ ones and the stage studio, so it makes my life real easy. <3
I agree with you 100%.
 

Xaej

Smash Cadet
Joined
Jan 28, 2008
Messages
48
Location
Florida
cool, now that we have this individual move modifier, is it time to start thinking of values for sheik's ftilt and/or gdorf's jab?

(namely sheik's ftilt)
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Sheik's ftilt needs its KB modded, not its speed. That code is being worked on separately.

But yes, I will try to look into Ganon's jab later tonight. I will also be looking into his roll speeds. I was hoping to reduce fair lag, but it looks like all airal lag is lumped into one action. I 'm trying not to get too carried away, but it looks like it's already happening.

Is jab "N attack?"

and what is "R attack?"
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Sheik's ftilt needs its KB modded, not its speed. That code is being worked on separately.

But yes, I will try to look into Ganon's jab later tonight. I will also be looking into his roll speeds. I was hoping to reduce fair lag, but it looks like all airal lag is lumped into one action. I 'm trying not to get too carried away, but it looks like it's already happening.

Is jab "N attack?"

and what is "R attack?"
Roll maybe, PW is the one who originally made the list.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
We're sharing it with a butch of other projects so that it doesn't look like SWF is endorsing us, I think.

debug? :confused:
lol frame speed mod sounded like debug or something. Can you check the OP? I feel as if I am missing something and also to make sure I have the correct codes up there

This is some great stuff spunit
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
So if I were to add this frame speed modifier to Beta 2 for testing, I would first remove this code:

ALR/Lagless Ledges/Dash Cancel/Buffer Modifier Merge [Phantom Wings/Almas, 51 Lines]

And add back in standalone dash cancel / buffer codes?
 
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